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<blockquote data-quote="Whisper72" data-source="post: 1667509" data-attributes="member: 17339"><p>Hmmm... hong.... what you refer to is railroading, this has nothing to do with the rules of the game, and is a bad-DM issue, regardless of the version of DnD one plays... I do not see how that has any tangeant to the discussion of the athmosphere of the (A)DnD game rules changing to be more CRPG like...</p><p></p><p>As for the use of common sense, maybe your interpretation of the term is different then mine, but I was referring to using common sense in making DM-rulings, rather then 'making up monsters' or somesuch.</p><p></p><p>I am talking about wonder and creating a magical world. In the old days, when I confronted players with an apparently human paladin NPC and I suddely let it breathe fire, there would not be questions like 'hey, what feat does he use for that? I he a dragon disciple??' all manner of rules-stuff that detracts from the verisimiltude and 'believability' of the fantasy world.</p><p></p><p>My feeling, and it is a feeling, I am not saying that I statisticaly checked and cross-researched it or anything, is that with the drive to have rules for everything and balance everything through strange rules everywhere, the game has become more a CRPG that happens to be played using pen and paper then a 'cooperative storybuilding exercise' which it was to many under the older rulesets.</p><p></p><p>As for railroading, disempowering player's choices etc. whether such things are at all fair or not I simply measure against Diaglo's number one rule. If the players and the DM are enjoying themselves, even the most railroaded adventure is fine, if that is not the way ppl want to play and people are not enjoying themselves, then it is nt fine. Very simple.</p></blockquote><p></p>
[QUOTE="Whisper72, post: 1667509, member: 17339"] Hmmm... hong.... what you refer to is railroading, this has nothing to do with the rules of the game, and is a bad-DM issue, regardless of the version of DnD one plays... I do not see how that has any tangeant to the discussion of the athmosphere of the (A)DnD game rules changing to be more CRPG like... As for the use of common sense, maybe your interpretation of the term is different then mine, but I was referring to using common sense in making DM-rulings, rather then 'making up monsters' or somesuch. I am talking about wonder and creating a magical world. In the old days, when I confronted players with an apparently human paladin NPC and I suddely let it breathe fire, there would not be questions like 'hey, what feat does he use for that? I he a dragon disciple??' all manner of rules-stuff that detracts from the verisimiltude and 'believability' of the fantasy world. My feeling, and it is a feeling, I am not saying that I statisticaly checked and cross-researched it or anything, is that with the drive to have rules for everything and balance everything through strange rules everywhere, the game has become more a CRPG that happens to be played using pen and paper then a 'cooperative storybuilding exercise' which it was to many under the older rulesets. As for railroading, disempowering player's choices etc. whether such things are at all fair or not I simply measure against Diaglo's number one rule. If the players and the DM are enjoying themselves, even the most railroaded adventure is fine, if that is not the way ppl want to play and people are not enjoying themselves, then it is nt fine. Very simple. [/QUOTE]
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